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I read this post this morning and had the day to put it through "the hopper". Having done so, I think the key take away about "toy" value is the critical necessity of a difficulty curve (though versatility certainly helps).

When my parents moved, there are three types of toys I saved from the donation bin. The first were, of course, Legos. Legos (unlike the author's examples) don't reduce immersion, rather they expand the "set and props" available. Better yet, you can always modify building plans to create unique creations or even build entirely new creations unrelated to the original intent of sets.

The second set of toys I still have are a cabinet of magic props. The illusion of being able to perform impossible feats certainly agrees with the authors assertion that toys are a form of escape for individuals who due to their age are relatively helpless to control their plight. Further, a very real difficulty curve exists in magic beginning with the ability to convincingly perform a trick and fool an audience. Farther along the difficulty curve would be applying techniques in unexpected ways and designing your own illusions.

The final toy that I still adore is my Rubik's Cube. Like Lego's it is a branded product-- gasp..shock-- but it possesses an outer simplicity that quickly transforms into an unending pursuit of faster times. Anyone can solve a Rubik's cube with a few simple algorithms. But, to solve one in under twenty five seconds starts to demand a significant amount of memorization, focus, and spacial awareness. Thus, you can solve the cube in a day but never truly finish solving it if you continue to seek faster times (by the way, current world record is 5.66 seconds I believe).

Programming of course falls into this category as well. On the intro end of the spectrum you can adjust others programs and build simple choose your own path games. But, if you choose, there is always something more to learn, and apply to the game.

P.S. Fun boardgames work in the same manner. The more you play, the better you get and the more complex the strategies. Catan being a prime example.



I don't know that I'd call Catan an example of complex strategies. It's far more complicated than chutes and ladders, but there is still a big chance element, and most of the technique is dynamic and social. (concealing your goals, misdirection, negotiation)

Chess is the classic example, in my opinion.




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